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* refactor: rename "debug lludp throttle status" to "debug lludp throttle get" ↵Justin Clark-Casey (justincc)2014-11-251-6/+6
| | | | to match set command
* Add "debug lludp throttle set" command to allow setting of parameters at runtimeJustin Clark-Casey (justincc)2014-11-252-3/+52
| | | | Can currently only set adaptive true|false, where adaptive = false
* Make outboudn and packet inbox handling threads highest priority.Justin Clark-Casey (justincc)2014-11-252-0/+6
| | | | | Will only have any affect under Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 (not recommended) applied. For assessment purposes.
* Add "debug lludp throttle status" command to return status information about ↵Justin Clark-Casey (justincc)2014-10-021-0/+36
| | | | a client's throttle (currently just whether adaptive is enabled).
* Add "debug lludp throttle log <level> <avatar-first-name> ↵Justin Clark-Casey (justincc)2014-10-023-18/+111
| | | | <avatar-last-name>" to control extra throttle related debug logging.
* Add "debug lludp data out" console command for logging outgoing data just ↵Justin Clark-Casey (justincc)2014-09-242-1/+52
| | | | | | | before it's put on the wire. Unlike "debug lludp packet" which logs at the point where OpenSim first asks the clientstack to send a certain outgoing packet, this logs immediately before the actual send. For low-level debugging purposes.
* Make LLUDP output queue refill thread active by default, since load tests ↵Justin Clark-Casey (justincc)2014-09-042-1/+3
| | | | | | have shown that this has better scalability. For testing, previous behaviour can be restored with the console command "debug lludp oqre stop" at runtime.
* Implement experimental non-default mechanism to update scene via a timer ↵Justin Clark-Casey (justincc)2014-08-261-1/+1
| | | | | | | | rather than a persistent thread with sleep. This is to see if an inaccuracy in sleep times under load is responsible for increase in frame times even when there is spare time still available. Can currently only be activated by setting "debug scene set update-on-timer true". Can be switched between timer and thread with sleep updates whilst the scene is running.
* Extend drop command to "debug lludp drop <in|out>..." to allow drop of ↵Justin Clark-Casey (justincc)2014-08-192-8/+44
| | | | | | inbound packets. For test/debug purposes.
* Add "debug lludp drop out <add|remove> <packet-name>" console command for ↵Justin Clark-Casey (justincc)2014-08-192-0/+76
| | | | | | | debug/test purposes. This drops all outbound packets that match a given packet name. Can currently only be applied to all connections in a scene.
* Add clientstack.<scene>.OQRERequestsWaiting statJustin Clark-Casey (justincc)2014-08-191-0/+19
| | | | Only present if OQRE is enabled
* Add experimental OutgoingQueueRefillEngine to handle queue refill processing ↵Justin Clark-Casey (justincc)2014-08-193-5/+288
| | | | | | | | | | | on a controlled number of threads rather than the threadpool. Disabled by default. Currently can only be enabled with console "debug lludp oqre start" command, though this can be started and stopped whilst simulator is running. When a connection requires packet queue refill processing (used to populate queues with entity updates, entity prop updates and image queue updates), this is done via Threadpool requests. However, with a very high number of connections (e.g. 100 root + 300 child) a very large number of simultaneous requests may be causing performance issues. This commit adds an experimental engine for processing these requests from a queue with a persistent thread instead. Unlike inbound processing, there are no network requests in this processing that might hold the thread up for a long time. Early implementation - currently only one thread which may (or may not) get overloaded with requests. Added for testing purposes.
* Make LLUDPServer.Scene publicly gettable/privately settable instead of ↵Justin Clark-Casey (justincc)2014-08-193-49/+55
| | | | | | | protected so that other logging code in the clientstack can record more useful information Adds some commented out logging for use again in the future. No functional change.
* If a user moves back in sight of a child region before the agent has been ↵Justin Clark-Casey (justincc)2014-08-151-1/+1
| | | | closed on teleport, don't unnecessarily resend all avatar and object data about that region.
* On teleport to a region that already has a child agent established (e.g. a ↵Justin Clark-Casey (justincc)2014-08-151-1/+1
| | | | | | neighbour) don't resend all the initial avatar and object data again. This is unnecessary since it has been received (and data continues to be received) in the existing child connection.
* Only set up the UnackedMethod for an outgoing message if that message is ↵Justin Clark-Casey (justincc)2014-08-131-1/+3
| | | | actually meant to get an ack (because it's reliable).
* XBakes: store the assets only in the sim's local assets cache; not in the ↵Oren Hurvitz2014-07-211-89/+37
| | | | main assets server. Also, some cleanup.
* In "show throttles", show the maximum drip rate. This shows whether a client ↵Oren Hurvitz2014-07-212-10/+11
| | | | is being throttled due to past poor performance.
* Added "debug packet --all" option, which changes the packet logging level ↵Oren Hurvitz2014-07-211-8/+26
| | | | | | for both current and future clients The existing "--default" option only changes the logging level for future clients.
* Fixed the logic that decides if a packet was queued (it was reversed)Oren Hurvitz2014-07-211-5/+6
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* fix all instances of "non-existant" to "non-existent" (spelling mistakes) ↵Michael Cerquoni2014-07-171-1/+1
| | | | thanks Ai Austin for pointing this out.
* Bug fix in map teleports in varregions. The cherry was missing from the ↵Diva Canto2014-06-211-3/+2
| | | | ice-cream Sunday: the packet itself was hardcoding the size of the region...
* Change assembly versions to 0.8.1Justin Clark-Casey (justincc)2014-06-171-1/+1
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* Send multiple terrain patches per terrain update packet if terrainRobert Adams2014-06-011-24/+100
| | | | | draw distance optimization is enabled. Makes terrain editting a lot snappier.
* This little sucker had evaded my attention forever. As a consequence some ↵Diva Canto2014-05-091-10/+28
| | | | assets associated with foreign users were being missed.
* - When sending the "My Suitcase" folder to the client, always claim it has ↵Oren Hurvitz2014-05-061-1/+4
| | | | Folder Type 8. (Previously we had used Folder Type -1 in one place, and LLClientView didn't even bother changing Folder Type 100 to anything else.)
* Fix issue where only one of multiple attachments on the same attachpoint for ↵Justin Clark-Casey (justincc)2014-05-011-5/+13
| | | | | | | | NPCs would be seen by other viewers. It appears that at least Singularity 1.8.5 (but probably others) rely on attachment FromItemIDs being different to display more than one. This commit resolves this by generating random IDs instead of always using UUID.Zero for NPCs. Resolves http://opensimulator.org/mantis/view.php?id=7110
* Eliminated many warningsOren Hurvitz2014-04-231-11/+14
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* Fixed: when any avatar changed his Active Group, it was set as the active ↵Oren Hurvitz2014-04-201-10/+13
| | | | group for *all* the avatars in the scene (not permanently)
* BulletSim: reduce the terrain collison margin to be the same as otherRobert Adams2014-04-121-0/+7
| | | | | | | | objects in the world. This was originally changed in an attempt to make vehicles work better but the effect was not that large and it causes avatars to float above the terrain.
* LogThreadPool: when the thread is for ProcessPacketMethod, also log the ↵Oren Hurvitz2014-03-251-1/+1
| | | | | | packet type Resolves http://opensimulator.org/mantis/view.php?id=6945
* Trim search queries (for users, groups, etc.). I have found that sometimes ↵Oren Hurvitz2014-03-241-1/+1
| | | | | | the viewer adds a space at the end, which causes searches to fail. Resolves http://opensimulator.org/mantis/view.php?id=6935
* Fix problem of hurricane speed winds. Thanks Vegaslon.Robert Adams2014-02-221-10/+5
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* varregion: Send large region patches for wind and clouds.Robert Adams2014-02-111-2/+12
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* Dropping the rest of Avination's modified appearance code for core.Melanie2014-02-041-18/+141
| | | | Module to follow.
* varregion: fix for teleporting by double clicking on a map location.Robert Adams2014-01-281-0/+13
| | | | Thanks Garmin.
* Merge branch 'master' into varregionRobert Adams2014-01-212-0/+20
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| * Adds a configuration option to cannibalize bandwidth from theMic Bowman2014-01-202-0/+20
| | | | | | | | | | | | | | | | udp texture throttle and move it to the task throttle. Since most viewers are using http textures, the udp texture throttle is holding onto bw that could be used for more responsive prims updates. See the documentation for CannibalizeTextureRate in OpenSimDefaults.ini. Option is disabled by default.
* | Merge branch 'master' into varregionRobert Adams2014-01-111-9/+18
|\ \ | |/ | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneBase.cs OpenSim/Services/Interfaces/IGridService.cs OpenSim/Services/LLLoginService/LLLoginResponse.cs (conflicts were debug statements that are commented out in master branch)
| * Merge branch 'justincc-master'Justin Clark-Casey (justincc)2014-01-081-8/+17
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| | * If an agent is sitting, then do send the rotation in the agent update ↵Justin Clark-Casey (justincc)2014-01-081-8/+17
| | | | | | | | | | | | | | | | | | | | | | | | instead of zeroing it to resolve mouselook camera problems Addresses http://opensimulator.org/mantis/view.php?id=6892 Thanks to tglion for this spot. This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7
| * | Dynamically adjust to the number of visual params sent.Melanie2014-01-041-1/+1
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* | | Merge branch 'master' into varregionRobert Adams2013-12-171-9/+8
|\ \ \ | |/ / | | | | | | | | | | | | | | | | | | Add new region crossing code to varregion Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * | Committing the Avination Scene Presence and related texture codeMelanie2013-12-111-9/+8
| |/ | | | | | | | | | | | | | | | | - Parts of region crossing code - New bakes handling code - Bakes now sent from sim to sim without central storage - Appearance handling changes - Some changes to sitting - A number of unrelated fixes and improvements
* | varregion: rename 'LegacyRegionLocX' back to 'RegionLocX' and same for Y and Z.Robert Adams2013-12-141-2/+2
| | | | | | | | | | | | Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z. This keeps the downward compatibility and follows the scheme of 'region' and 'world' location naming that is happening in the Util module.
* | Merge branch 'master' into varregionRobert Adams2013-12-051-1/+24
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| * Fix regression where mouse look flight direction no longer worked by zeroing ↵Justin Clark-Casey (justincc)2013-12-051-1/+24
| | | | | | | | | | | | | | x/y rot before sending agent updates, instead of before any agent update processing It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook. Doing this in the terse send so that we preserve mouselook rotation information
* | Merge branch 'master' into varregionRobert Adams2013-12-011-6/+19
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| * Still send CameraEyeOffset in UDP SendSitReponse even if at offset is ↵Justin Clark-Casey (justincc)2013-11-291-5/+2
| | | | | | | | Vector3.Zero
| * Merge branch 'link-sitting'Justin Clark-Casey (justincc)2013-11-291-1/+17
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